Hex Lord Malacrass is one of the nine bosses you will face in the Rumble Run! Learn some tips and tricks on how-to defeat him, a list of his shrines, and the cards he’ll be using to try and take you down!

How Rumble Run Bosses Work

In the Rumble Run, you will face eight different bosses out of a total of nine. Why is it eight? Because once you pick a shrine, you will not fight against that team/class. So, if you pick a Shaman Shrine, you will not face off against the leader of the Krag’wa’s Frogs, Zentimo.

These bosses will be thrown at you at random. Each time you play, you will face a different order of bosses. That means the difficulty of each boss varies depending on what position you face them. If you fight them early on in the Rumble, they will be a lot easier than they would be if you faced them last.

Hex Lord Malacrass

Hex Lord Malacrass is the leader of the Mage team called Jan’alai’s Dragonhawks.

The Firelords. Voodoo’s cool, but the Dragonhawks know that arcane fire is where it’s really at. They really, really, really like fire. A lot of fire, all at once. They even like fire elementals. You could say that fire is their thing.

Hex Lord Malacrass’ Shrines

Each time you face Hex Lord Malacrass he will be using one of the following Shrines. These are the same Shrines you will get the option of using when you start up a new run.

How-to Defeat Hex Lord Malacrass – Tips & Tricks

Make sure you adapt your gameplan depending on the Shrine you’re facing! The bosses have different decks for each of them and the included cards greatly synergize with their abilities.

The Jan'alai's Mantle deck includes a high number of AoE cards – mostly the cheap ones like Shooting Star and Arcane Explosion which can demolish you if you happen to overcommit on the board. Try to exhaust their hand and make sure you try to get the most value out of your Shrine’s ability!

The Jan'alai's Progeny deck features Flamewakers for early board control and some seriously high-profile late-game threats in the form of Archmage Antonidas and Malygos. Make sure you hold back removal options for these minions! Also, Blizzard is pretty much the nastiest tool at Malacrass’ disposal, a card which can simultaneously shut you down and generate a ton of Frostfires (0 mana cards that say “Deal 1 damage”) – it can spell your doom if your opponent has some board presence when it’s played. Try to play a control strategy and you should be fairly safe.

The Jan'alai's Flame deck will likely be able to challenge you on the board early on, so make sure you plan for a long game in that scenario as well. Prepare for Inspire-related synergies!

All of Malacrass’ shrines are comparatively high health, and with most of its archetypes focusing heavily on board removal, you should keep in mind that you will likely have to spend multiple turns with the special effect up and running at any given time.

Watch out for Ice Block! If you’re a newer player who hasn’t played a lot of Wild, you might be in for a nasty surprise when you encounter this Secret. Either via the actual deck or random card generation, you could quite possibly encounter a situation where your lethal setup won’t pay off just yet. Plan accordingly!